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Soulcalibur (Dreamcast)

 
 
Soulcalibur (Dreamcast)
07-12-2008 11:59 AM by LameAssTheMity. 3 replies.
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Goozex Posted: 07-12-2008 10:45 AM

Soul Calibur (Dreamcast)Discussion on "Soul Calibur" for Dreamcast

This thread contains the user discussion on the item "Soul Calibur" for Dreamcast. You can read here what other users have to say, and share your comments on this product with the Goozex community.



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In a human's limited lifetime, there comes a point when a person discovers what is truly important to themselves.  Be it the pursuit of women, cars, money, "king of xbox live", or even something as simple as writing a novel, or fleshing out that inner artist that you've had hiding inside of you yearning to explode, we all have secret dreams.  

Well, enough artsy talk.  My dream is to show the world that the Dreamcast was and is still king when it comes to weapon-based fighters.

 

Soul Calibur, Namco's second foray into the soul fighter series, was originally released as arcade title where countless youths spent thousands of dollars to play this legendary machine, beating their friends dollarless and senseless or vying for the number one position on the arcade mode. 

Boasting nearly 20 characters, all with their own unique story about the struggle for "Soul Edge" be it to possess its awesome power or to stop its use from furthering the destruction of 16th century Europe, it has, in my opinion, one of the most intruiging storylines I have ever encountered in a fighting game.

Considered by many to be one of the greatest games of all time, it has recieved perfect scores from IGN, Famitsu, and Gamespot, won E3's 1999 Best Fighting Game, been on IGN's greatest games of all time as 43rd (editors choice) and 6th (readers choice), and currently resides as 8th best game of all time on GameRankings.com

 

Now, lets explore what makes Soul Calibur so great; first of all, Soul Calibur introduced the 8-way run.  Maybe you remember playing arcade fighters from the past and recall only being able to move forward and backwards or in more modern games, left and right as well.  Well, Soul Calibur changed this by allowing free movement in all directions making for much more intuitive control of your character.   Along with the 8-way run, Soul Calibur also utilized "forgiving buffering" which allowed characters and players to start new attacks while still recovering from the last move delivered.  This quality of "forgiving buffering" made for skilled players to be able to string together combos and react dynamically to enemy movement. 

One of my favorite parts of Soul Calibur fighting is "Guard Impact".  By pressing forward or backwards in conjunction with block, with just the right timing it was possible to repel an opponents attack and leave them stunned and vulnerable unable to do anything other that pray that they could prepare their own guard impact for the next attack.  Nothing is funnier than getting into a guard impact fight with a real life opponent and stringing guard impacts for 15-30 seconds wondering who is gonna mess up their timing first. Stick out tongue

Oh yeah, Ivy's outfits are awesome.


Of course, she's got nothin' on her Pops, the undisputed baddest character in the game: Cervantes.

 

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Here, Here LATM. Beer

 

Well written and well deserved praise for the greatest fighting game ever. Everything since could not live up to the standard set by SoulCaliber. I have some hope for SoulCaliber 4, but we will see.

 

Also, has anyone played the XBLA version?  

 

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I don't have a 360, but I hope to champion the PS3 online gaming night for SCIV assuming I can ever get my PS3 online. 

 

Man I hate AOL.  

( I just spent several hours yesterday trying to set up Internet Connection Sharing on windows XP, only to find that AOL Dialer creates a new connection each time it connects, thus rendering ICS impossible. )

 

 

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